package net.minecraft.client.model;

import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;

public class ModelChicken extends ModelBase {
	public ModelRenderer head;
	public ModelRenderer body;
	public ModelRenderer rightLeg;
	public ModelRenderer leftLeg;
	public ModelRenderer rightWing;
	public ModelRenderer leftWing;
	public ModelRenderer bill;
	public ModelRenderer chin;

	public ModelChicken() {
		int i = 16;
		this.head = new ModelRenderer(this, 0, 0);
		this.head.addBox(-2.0F, -6.0F, -2.0F, 4, 6, 3, 0.0F);
		this.head.setRotationPoint(0.0F, (float) (-1 + i), -4.0F);
		this.bill = new ModelRenderer(this, 14, 0);
		this.bill.addBox(-2.0F, -4.0F, -4.0F, 4, 2, 2, 0.0F);
		this.bill.setRotationPoint(0.0F, (float) (-1 + i), -4.0F);
		this.chin = new ModelRenderer(this, 14, 4);
		this.chin.addBox(-1.0F, -2.0F, -3.0F, 2, 2, 2, 0.0F);
		this.chin.setRotationPoint(0.0F, (float) (-1 + i), -4.0F);
		this.body = new ModelRenderer(this, 0, 9);
		this.body.addBox(-3.0F, -4.0F, -3.0F, 6, 8, 6, 0.0F);
		this.body.setRotationPoint(0.0F, (float) i, 0.0F);
		this.rightLeg = new ModelRenderer(this, 26, 0);
		this.rightLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
		this.rightLeg.setRotationPoint(-2.0F, (float) (3 + i), 1.0F);
		this.leftLeg = new ModelRenderer(this, 26, 0);
		this.leftLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
		this.leftLeg.setRotationPoint(1.0F, (float) (3 + i), 1.0F);
		this.rightWing = new ModelRenderer(this, 24, 13);
		this.rightWing.addBox(0.0F, 0.0F, -3.0F, 1, 4, 6);
		this.rightWing.setRotationPoint(-4.0F, (float) (-3 + i), 0.0F);
		this.leftWing = new ModelRenderer(this, 24, 13);
		this.leftWing.addBox(-1.0F, 0.0F, -3.0F, 1, 4, 6);
		this.leftWing.setRotationPoint(4.0F, (float) (-3 + i), 0.0F);
	}

	/**
	 * Sets the models various rotation angles then renders the model.
	 */
	public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_,
			float p_78088_6_, float scale) {
		this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);

		if (this.isChild) {
			float f = 2.0F;
			GlStateManager.pushMatrix();
			GlStateManager.translate(0.0F, 5.0F * scale, 2.0F * scale);
			this.head.render(scale);
			this.bill.render(scale);
			this.chin.render(scale);
			GlStateManager.popMatrix();
			GlStateManager.pushMatrix();
			GlStateManager.scale(1.0F / f, 1.0F / f, 1.0F / f);
			GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
			this.body.render(scale);
			this.rightLeg.render(scale);
			this.leftLeg.render(scale);
			this.rightWing.render(scale);
			this.leftWing.render(scale);
			GlStateManager.popMatrix();
		} else {
			this.head.render(scale);
			this.bill.render(scale);
			this.chin.render(scale);
			this.body.render(scale);
			this.rightLeg.render(scale);
			this.leftLeg.render(scale);
			this.rightWing.render(scale);
			this.leftWing.render(scale);
		}
	}

	/**
	 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used
	 * for animating the movement of arms and legs, where par1 represents the
	 * time(so that arms and legs swing back and forth) and par2 represents how
	 * "far" arms and legs can swing at most.
	 */
	public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_,
			float p_78087_5_, float p_78087_6_, Entity entityIn) {
		this.head.rotateAngleX = p_78087_5_ / (180F / (float) Math.PI);
		this.head.rotateAngleY = p_78087_4_ / (180F / (float) Math.PI);
		this.bill.rotateAngleX = this.head.rotateAngleX;
		this.bill.rotateAngleY = this.head.rotateAngleY;
		this.chin.rotateAngleX = this.head.rotateAngleX;
		this.chin.rotateAngleY = this.head.rotateAngleY;
		this.body.rotateAngleX = ((float) Math.PI / 2F);
		this.rightLeg.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
		this.leftLeg.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float) Math.PI) * 1.4F * p_78087_2_;
		this.rightWing.rotateAngleZ = p_78087_3_;
		this.leftWing.rotateAngleZ = -p_78087_3_;
	}
}
